Press "Enter" to skip to content

Tag: Super Metroid

Metroid: Samus Returns – the alpha and omega of a series

After completing Metroid Prime I summarised the game as, “a good Metroid in 3D, but not a Super Metroid in 3D.” Of course, a Super Metroid in 3D would never happen. Metroid Prime was successful enough for the developers to not mess with the new formula and it culminated in Metroid Prime 3: Corruption. Effectively that game was “Zelda in Space”. Intricate skill challenges had been replaced with the high-density of instantly solved puzzles, previously Spartan mazes were filled to the brim with triggers and “things to do”, and the overpowered combat aspect was removed to feature more careful aiming…

Super Metroid’s teachings

If you’re making a game that breaks from convention, set that expectation early and show the player — force them to understand — through level design how yours differs, but also note that some players won’t want to cooperate and will need to be subtly prodded back on track. Source: Gamasutra – 7 introductory levels that all game developers should study Super Metroid got included? No surprises here. But apart from it establishing its differences early on compared to other platform games, Super Metroid is also subtle in teaching you new skills further down the road. The animals on Zebes are an overlooked…

Metroid Prime’s alien progression

Last week a friend of mine started playing Metroid Prime for the first time. While he enjoyed the game immensely, to me it was a bit of revelation to watch him play. I never experienced Metroid Prime as Metroid Prime. I always experienced it as “that game that came after Super Metroid“. As a result I blazed through the game. I never really stopped and thought about things.